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#version 450
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
layout(location = 0) out vec3 position;
layout(location = 1) out vec2 texCoord;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelView;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
};
layout(std140, binding = 2) uniform qt3d_custom_uniforms {
mat3 texCoordTransform;
};
void main()
{
vec3 tt = texCoordTransform * vec3(vertexTexCoord, 1.0);
texCoord = (tt / tt.z).xy;
position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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